Dark/Dark Scrapper: Quick Opinions?
One thing that I found while building my Dual Blades / Dark Armor Scrapper is that Dark Regeneration is so hilariously strong that you are very often in situations where it heals you for much more than your Maximum Health, even if you are capped. Slotting for Defense will always be a smart decision, but on TFs and even more likely on Incarnate Trials you will often have many people buffing your Defenses, but rarely will you have a Cold Domination toon buffing your HP with frostwork. For this reason I recommend slotting for... everything really, but try to prioritize Maximum Health and Recharge without slotting for Regeneration. A high recharge will keep Dark Regeneration up fast enough to make you unkillable, Soul Drain up (hopefully perma if you can) for DPS, and Dark Consumption up to fix those pesky Endurance problems. Dark Regneration is oftentimes LIMITED directly by your total Health, which is why I suggest this path. If through your fault or the fault of others you end up at a point where the enemies you are fighting have their minimum chance to hit you, your chance of survival will depend heavily on Dark Regeneration. More Health means you NEED it less, and more Recharge means you HAVE it when you NEED it. I wouldn't place Defense bonuses as high on my priority list on a Dark-Dark than say any Willpower toons.
Alternatively ignore this and go for the Rebirth Destiny that gives +HP, but that probably won't give you as much survival as Barrier Destiny's +Def and more importantly +Resist will give you, and I heartily recommend Barrier on most melee toons... there are exceptions.
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One thing that I found while building my Dual Blades / Dark Armor Scrapper is that Dark Regeneration is so hilariously strong that you are very often in situations where it heals you for much more than your Maximum Health, even if you are capped. Slotting for Defense will always be a smart decision, but on TFs and even more likely on Incarnate Trials you will often have many people buffing your Defenses, but rarely will you have a Cold Domination toon buffing your HP with frostwork. For this reason I recommend slotting for... everything really, but try to prioritize Maximum Health and Recharge without slotting for Regeneration. A high recharge will keep Dark Regeneration up fast enough to make you unkillable, Soul Drain up (hopefully perma if you can) for DPS, and Dark Consumption up to fix those pesky Endurance problems. Dark Regneration is oftentimes LIMITED directly by your total Health, which is why I suggest this path. If through your fault or the fault of others you end up at a point where the enemies you are fighting have their minimum chance to hit you, your chance of survival will depend heavily on Dark Regeneration. More Health means you NEED it less, and more Recharge means you HAVE it when you NEED it. I wouldn't place Defense bonuses as high on my priority list on a Dark-Dark than say any Willpower toons.
Alternatively ignore this and go for the Rebirth Destiny that gives +HP, but that probably won't give you as much survival as Barrier Destiny's +Def and more importantly +Resist will give you, and I heartily recommend Barrier on most melee toons... there are exceptions. |
I've been tooling around with the idea of making a Dark/Dark toon, either scrapper or brute, for awhile before making a scrapper one. I think I have a fairly workable build here, but asking for a quick little once over for the sake of it. Note powers aren't going to be taken as they are in the build, it's just for numbers sake.
End Recovery, once all the accolades are obtained, will be 3.77/sec. The drain however, is a rather heavty 1.48/sec, although Dark Consuption can mitigate that. I think I'll keep either Cloak of Fear or Death Shroud off until I can get edurance managment under thumb. Soul Drain is slotted for damage, and Dark Consuption is half slotted for damage, half for end mod allowing for both muling sets and a little extra damage.
Global Recharge is decent but not great at 45%, but I don't think Hasten will help that much, or at least I know I'd never use it enough. I never seem too... Defense is much better, with roughly 33% to S/L/E/N, so a purple skittle will softcap it. A +Stealth IO is Sprint plus Cloak of Darkness should allow me to stealth missions as needed. Throw in Recall Friend for teams for more fun.
3 -KB IOs should cover my butt on that end, while Combat Jumping will keep me from being Immobilized at the lower levels.
I imagine that with the defense added to Dark Armor's resistances the character's survivabilty will be very good. Cloak of Fear will make it better, particularly with Touch of Fear locking down LTs (Maybe bosses, I can't remember what mag is needed to hold them). Top it off with two heals (Dark Regeneration and Siphon Life, the latter being an attack, but still with a nice little heal attached) it should take something big to knock it down. Toss in a Musc Core Alpha, Void Core Judgment, Reactive Radial Interface, Ruularu Lore Core and Ageless Core Destiny...
I think it could be fun.
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Countess Midnight: Level 50 Magic Scrapper
Primary Power Set: Dark Melee
Secondary Power Set: Dark Armor
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Flight
Power Pool: Teleportation
Ancillary Pool: Body Mastery
Hero Profile:
Level 1: Shadow Punch -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(36), KntkC'bat-Dmg/EndRdx/Rchg(37), Mako-Acc/EndRdx/Rchg(37)
Level 1: Dark Embrace -- RctvArm-EndRdx(A), RctvArm-ResDam(5), RctvArm-ResDam/EndRdx(15), RctvArm-ResDam/EndRdx/Rchg(17), S'fstPrt-ResDam/Def+(48), S'fstPrt-ResKB(48)
Level 2: Smite -- C'ngImp-Dmg/EndRdx/Rchg(A), C'ngImp-Acc/Dmg/EndRdx(3), C'ngImp-Acc/Dmg(37), C'ngImp-Dmg/Rchg(39), C'ngImp-Acc/Dmg/Rchg(40)
Level 4: Murky Cloud -- RctvArm-EndRdx(A), RctvArm-ResDam(5), RctvArm-ResDam/EndRdx(13), RctvArm-ResDam/EndRdx/Rchg(15)
Level 6: Shadow Maul -- Oblit-%Dam(A), Oblit-Acc/Dmg/EndRdx/Rchg(7), Oblit-Dmg(7), Oblit-Acc/Rchg(40), Oblit-Dmg/Rchg(43), Oblit-Acc/Dmg/Rchg(43)
Level 8: Siphon Life -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(9), KntkC'bat-Dmg/Rchg(9), KntkC'bat-Dmg/EndRdx/Rchg(40), Mako-Acc/EndRdx/Rchg(43)
Level 10: Obsidian Shield -- RctvArm-EndRdx(A), RctvArm-ResDam(11), RctvArm-ResDam/EndRdx(11), RctvArm-ResDam/EndRdx/Rchg(13)
Level 12: Boxing -- Empty(A)
Level 14: Tough -- RctvArm-EndRdx(A), RctvArm-ResDam(17), RctvArm-ResDam/EndRdx(19), RctvArm-ResDam/EndRdx/Rchg(21)
Level 16: Dark Regeneration -- Theft-Acc/EndRdx/Rchg(A), Theft-Heal/Rchg(34), Theft-Acc/Heal(34), Theft-Acc/EndRdx/Heal(36), Theft-+End%(36)
Level 18: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(19), LkGmblr-Def/EndRdx/Rchg(21)
Level 20: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(42), Krma-ResKB(48)
Level 22: Dark Consumption -- Erad-Dmg(A), Erad-Dmg/Rchg(23), Erad-Acc/Dmg/Rchg(23), Efficacy-EndMod/Rchg(25), Efficacy-EndMod/Acc/Rchg(25), Efficacy-Acc/Rchg(27)
Level 24: Fly -- Zephyr-ResKB(A)
Level 26: Soul Drain -- Oblit-%Dam(A), Oblit-Acc/Dmg/EndRdx/Rchg(27), Oblit-Dmg(29), Oblit-Acc/Rchg(46), Oblit-Dmg/Rchg(46), Oblit-Acc/Dmg/Rchg(46)
Level 28: Cloak of Fear -- N'mare-Acc/EndRdx(A), N'mare-EndRdx/Fear(29), N'mare-Acc/Fear(42), EndRdx-I(45)
Level 30: Cloak of Darkness -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(31), LkGmblr-Def/EndRdx/Rchg(31)
Level 32: Midnight Grasp -- Mako-Dam%(A), Mako-Acc/Dmg/EndRdx/Rchg(33), Mako-Acc/Dmg(33), Mako-Dmg/EndRdx(33), Mako-Dmg/Rchg(34), Mako-Acc/EndRdx/Rchg(45)
Level 35: Conserve Power -- RechRdx-I(A)
Level 38: Death Shroud -- Erad-Acc/Dmg/EndRdx/Rchg(A), Erad-%Dam(39), Erad-Acc/Dmg/Rchg(39), EndRdx-I(42)
Level 41: Physical Perfection -- EndMod-I(A)
Level 44: Recall Friend -- Winter-ResSlow(A)
Level 47: Touch of Fear -- N'mare-Acc/Fear/Rchg(A), N'mare-Acc/Rchg(50), N'mare-EndRdx/Fear(50), N'mare-Acc/EndRdx(50)
Level 49: Hover -- LkGmblr-Rchg+(A)
Level 0: The Atlas Medallion
Level 0: Task Force Commander
Level 0: Portal Jockey
Level 0: Freedom Phalanx Reserve
Level 50: Musculature Core Paragon
Level 50: Void Core Final Judgement
Level 50: Reactive Radial Flawless Interface
Level 50: Rularuu Core Superior Ally
Level 50: Ageless Core Epiphany
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Level 1: Brawl -- Empty(A)
Level 1: Critical Hit
Level 1: Sprint -- Clrty-Stlth(A)
Level 2: Swift -- Flight-I(A)
Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(31)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- EndMod-I(A), EndMod-I(45)
Level 2: Rest -- RechRdx-I(A)
Level 4: Ninja Run